A 3d fps game made in OpenGL
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Symmetry/src/system/platform.h

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2.6 KiB

#ifndef PLATFORM_H
#define PLATFORM_H
#include <stdbool.h>
#include "../common/num_types.h"
typedef void (*Timer_Callback_Func) (uint32 interval, void* param);
enum Video_Drivers_Linux
{
VD_X11 = 0,
VD_WAYLAND,
VD_DUMMY
};
// Window Related functions
struct Window;
struct Window* window_create(const char* title, int width, int height, int msaa, int msaa_levels, bool vsync);
void window_destroy(struct Window* window);
void window_show(struct Window* window);
void window_hide(struct Window* window);
void window_raise(struct Window* window);
void window_make_context_current(struct Window* window);
void window_set_size(struct Window* window, int width, int height);
void window_get_size(struct Window* window, int* out_width, int* out_height);
void window_get_drawable_size(struct Window* window, int* out_width, int* out_height);
void window_swap_buffers(struct Window* window);
bool window_fullscreen_set(struct Window* window, bool fullscreen);
bool window_fullscreen_get(struct Window* window);
// Platform functions
bool platform_init(void);
bool platform_init_video(void);
void platform_cleanup(void);
int platform_is_key_pressed(int key);
int platform_mousebutton_state_get(uint button);
void platform_mouse_position_get(int* x, int* y);
void platform_mouse_delta_get(int* x, int* y); // Use with relative mouse mode
void platform_mouse_position_set(struct Window* window, int x, int y);
void platform_mouse_global_position_set(int x, int y);
void platform_mouse_relative_mode_set(int relative_mode);
int platform_mouse_relative_mode_get(void);
uint32 platform_ticks_get(void);
char* platform_install_directory_get(void);
char* platform_user_directory_get(const char* organization, const char* application);
void platform_clipboard_text_set(const char* text);
char* platform_clipboard_text_get(void);
int platform_key_from_name(const char* key_name);
const char* platform_key_name_get(int key);
void* platform_load_library(const char* name);
void platform_unload_library(void* library_handle);
void* platform_load_function(void* library_handle, const char* func_name);
bool platform_load_gl(const char* name);
void platform_unload_gl(void);
void* platform_load_function_gl(const char* func_name);
int platform_timer_add(uint32 interval_ms, Timer_Callback_Func callback, void* param);
bool platform_timer_remove(int timer_id);
#endif